#ue4-general

1 messages Β· Page 956 of 1

grim ore
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assuming you mean the project files, if not its the main .exe in the build folder

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that message you posted normally comes from the unrealversionselector file which is used to say "this folder is an unreal engine install"

sand inlet
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Yes, the uproject file.

radiant haven
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How Do You Change The order of the Children of a Box

fierce umbra
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Hey Guys, unreal engine beginner here. Im playing around all day but cant find the right way to scale this vehicle without messing up collisions. What am i missing? Is there a quick fix? Thank you!

sand inlet
sand inlet
magic fern
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Is anyone here? It is very urgent
My prices are always 0.01€ even when I put this on the schema "price": "1;USD100,EUR030",

vital pawn
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hey guys sorry but what does 1-x mean,how do u go about getting it? πŸ˜“

exotic thicket
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it's called OneMinus

vital pawn
broken heath
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Is it possible to receive stylus/ pen pressure in game?

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From pen input

covert pollen
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controversial

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im sure the majority here will disagree with you

broken heath
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Why

fierce tulip
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both are just tools to get things done.

broken heath
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And both can be better depending on your project type and targeted platforms

fierce tulip
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both are only as good or bad as the person using em

rotund elbow
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Anyone know how i get these? I made a new project and cant seem to get these to show up under trace responces

deep viper
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What is the difference between Rename() and SetActorLabel() ?
Is ActorLabel for the name displayed under the Level Hierarchy?

rotund elbow
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thanks ❀️

oblique sorrel
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So, I decided to play around with the water plugin, placed a lake, and...

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nothing?

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Water Body Lake

covert pollen
oblique sorrel
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In project settings?

covert pollen
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on the landscape details

oblique sorrel
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Ah, Landscape β€”> Enable Edit Layers

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Lemme try

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Still nothing

covert pollen
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you may need to like drag it all back into the scene after doing all that, possibly remove the water manager thing as well
i remember it being quite finicky, that setting definitely needs to be enabled though

oblique sorrel
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Okay, re-adding it made water appear

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But no landscape distortion

stiff bane
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hey there,
i always have these bad build elements, like you can see that certain elements are not properly blend, does anyone know how to fix this?

oblique sorrel
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Okay, deleted my landscape, created a new one, water works just fine now

runic fern
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is is possible to spawn the spline ingame ??

dry latch
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my directional light keeps emiting as sky light when it is not casting any light on my landscape HALP

rotund elbow
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Where do i find these inputs ?

grim ore
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that node would be in your blueprint event graph

flint galleon
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in your project settings - input section you can create that

rotund elbow
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ah i get it now

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some sort of global normalised controllers that you can call on

worldly cipher
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is there a support channel?

digital anchor
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every channel except share your work

worldly cipher
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ah okay, so issue is, i think i be stupeed. For some reason whatever i texture in substance comes out so extremely glossy in ue4

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i usually have to multiply the roughness x4 for it to look somewhat accurate, but it obviously doesnt allways work

digital anchor
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make sure to use pbr metalness workflow and uncheck sRGB from data textures

thin belfry
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Hey dudes, how to disable compiler optimization for the whole UE4. It is hard to debug smth if you cant see value. Do I have to build UE4 from source?

worldly cipher
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silly me, where was the disable srgb option again?^^

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im tire

digital anchor
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on the texture settings

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mostly of the time they are imported correctly, but check anyway

worldly cipher
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gimme a second ill search where the hell that was again

plush yew
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is there a function for disabling the players movement without disabling the input?

grim ore
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set the movement mode to none?

worldly cipher
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im emberassed to say that i still have not found the disable srgb option lol

grim ore
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double click the texture, its in the details panel

narrow mauve
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How can I fix this? My landscape and its meshes remain lit even when the sun is under. I am using a skyatmosphere setup. I've done the same setup in another project and everything goes dark as night when the sun is under..yet somehow this is not the case here

zinc timber
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Is there a way to disable sub-windows from appearing always on top of the main unreal engine window?

rotund elbow
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Im trying to transpose fps arms onto third person mannequine but i get stuck on sword and shield sockets from a marketplace asset.

They seem to be kept in place by magic and i have no idea where to start looking to change the alignment.

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They look OK in the mannequin preview

autumn grail
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I pay 20 dollar via paypal to who helps me please

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I have "visibility commands" puting down my framerate to 40 fps

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it is not shown on GPU Profiler

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There is nothing in the web about it , just one topic with no answer

dusky folio
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hello, maybe stupid question but i have problems with this thing idk how it is called but when iam trying move, rotate or change scale of something i cant cuz this thing is keep it in my cursor, maybe i pressed some wrong key or something.. could someone help me please?

spare kernel
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that is your post process volume

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you can press H (whilst selected) to hide it away

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then it won't get in your way

dusky folio
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i dont know how but it works thx

narrow mauve
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UE5 preview must be very soon..considering 3 days ago Rider added support for it

autumn grail
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There is 2 ms of calculating Visibility commands on a brand new blank project too.

narrow mauve
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2ms!?

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wtf

autumn grail
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On my project it takes 10 ms

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Maybe i reinstall the engine?

narrow mauve
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Can someone please help me. My landscape and meshes will not fully darken when the sun (using sky atmosphere) is below the horizon. I have not encountered this using the SkyAtmosphere lighting setup. In another project it just 'works'..when the sun is down everything goes dark..but not here. I have looked back and forth at the landscape and the lighting and the project settings for both to try and find what the problem is but they have identical settings

plush yew
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IS there a way to make a project start with Oculus and Steam VR disabled?

wary wave
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remove the plugins

ebon geode
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What is the best approach to create like a whole round planet you can actually walk and fly around. Not talking about a sphere but a really big planet. How do space-simulator games like kerbal do this? πŸ™‚

wary wave
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You're not going to get an answer on that

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this is a 'rewrite large chunks of the engine' question

ebon geode
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yeah, that's probably right, but maybe there is some stuff I don't know about that could be used to replicate something like that

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a transition would be okay, ofc, but simply creating a planetsize planet has float issues....

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so how do games like flight simulators handle it? Is there a trick to it, that is relatively simple? πŸ™‚

wary wave
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they don't

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flight simulators treat the world as flat, for starters

ebon geode
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technically you could probably load a grid of ground, and if the plane goes to far, recenter it and the whole map basically with an offset....

wary wave
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but they quite likely also use 64-bit coordinate systems to start with

ebon geode
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I mean.. in unreal you can probably get away with 14km... if after let's say 10km I just reload some sublevels and recenter the level and player so it's at world origin again,....

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I need to build a prototype for that πŸ˜„

wary wave
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UE4 already supports origin shifting

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(and level streaming)

ebon geode
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oh, origin shifting sounds like I will look into it πŸ™‚

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but how does that work with a giant giant level? because the sublevel coordinates could not be stored in float 32 at some point...

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is it this thing made for AR stuff?

wary wave
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you're asking a lot of questions when you could be reading documentation instead

ebon geode
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no, better is I go to bed, because 0:00 πŸ˜‰ gn8 and thanks for your help! πŸ™‚

dry latch
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in editor, my landscape & foliage are behaving the correct way, but when I play, all my landscape and foliage are lit at night BUT not my meshes

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did you find a fix ? @narrow mauve

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or anyone that could help ?

rotund elbow
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how do i comment out stuff i dont want to run

narrow mauve
dry latch
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fixed

narrow mauve
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same

dry latch
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I had a level that was hidden

narrow mauve
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I just fixed it

dry latch
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LOL

narrow mauve
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HAAHHAHAHAHAH

dry latch
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YEET

narrow mauve
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That fact we both came on at the same time to say it was fixed..that is legendary

blissful trail
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it happens when i enable distance field

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i also just found out if i put an object with collision where the particles spawn it works but the particles go through the ground

deep viper
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I tried changing my snapping hexagons from Actors to ActorComponents and have concluded that BOY do ActorComponents have zero practical use. All my functionality literally broke. Components can;t be dragged and snapped reliably, ActorComponent references in a TArray inside the Game level ecome TRASH_Suffix Labels. etc

Creating a backup of my project was the right call.

rotund elbow
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Whats the most simple method to attach an item to a hand on the third person mannequin

queen wasp
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Trying to figure out what is the best settings for virtual texture for landscape of 3x3km, for an RTS game, so you have some distance from ground.. Using 4 4 2 now, 256 tiles, 256 tile size. I find it odd that it appears to be high enough resolution though, IDK a bit weird

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Sorry actually it is 16x16 at 1024 per tile.. hmm

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or that is, 4x4, 16 tiles total

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should've been blurred but isnt

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ah it is 16x16

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makes sense, a 16k texture total

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using virtual texture gives about 10fps performance boost for me

queen wasp
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I wonder what performs best, crunch or zlib..

spare kernel
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crunch is zlib no?

dusty wagon
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Hey, so we're considering moving our project from Unity to UE4, but ran into a snag with UE4's multiplayer. We have listen servers and dedicated servers setup in Unity, but it seems there's no good way to get a dedicated server for a game in UE4? Could anyone elaborate on this please?

spare kernel
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under the hood anyway

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maybe not

pure path
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This is a copy of something I put out on the Quixel bridge forumes: I have spent a couple of hours scratching my head, wondering why the Megascans Bridge plugin for unreal engine 4 is not appearing in the unreal engine interface. I cannot export anything into unreal engine, and I am (almost) certain that I have installed the plugin in the correct files. I am probably making some simple mistake, I just don't know what that mistake is. If someone could help me out, that would be great.

wary wave
dusty wagon
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Right, so use source build, open project, and build?

spare kernel
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you need to do some target setups, etc

wary wave
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more or less

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there's a whole raft of steps, but it's all documented

dusty wagon
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And what's with the VS 2017 requirement?

wary wave
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probably out of date documentation

dusty wagon
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Alright

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Any idea why they require running the source build of the engine?

wary wave
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likely stripping a whole load of unnecessary stuff out that would otherwise inflict hardware requirements on your server

strong fossil
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can anyone help me with this please when i am using my project and work in the blueprints or anything else randomly ue4 would just freeze and crash and i checked the logs and it says this "with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DRIVER_INTERNAL_ERROR"

spare kernel
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your device driver crased

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for graphics card

strong fossil
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so it is the graphics card driver at fault?

tribal harness
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i would update your graphics card driver

strong fossil
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it's up to date done it yesterday

tribal harness
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do you know what kind it is?

strong fossil
tribal harness
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so you have nvidia?

strong fossil
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yea

fierce tulip
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there is actually a bug with a recent gpu driver, another thing you might wanna try is getting an older driver version

tribal harness
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isnt that just with amd?

strong fossil
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what driver would you recommend because my cousin was saying it is my drivers and stuff i didn't believe him

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should i try a fresh re-install on my drivers like uninstall using their program?

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by the way this is the full crash

tribal harness
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what version of unreal are you using?

dry latch
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anyone knows how to use niagara muzzle flash effects with the function "spawn emitter attached" wich is used for particule systems ? :p

strong fossil
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@tribal harness 4.26.1 but i have never had this issue before it ALWAYS happens within a few minutes seems like when i delete stuff or edit stuff then save a few times that's when it does it

tribal harness
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hmm, you may have already seen this but do you think any of thease are the problems

strong fossil
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ok so recently i tried to use my intel graphics so i can use my main gpu for other stuff the same time but i changed all that back to my main gpu now so not sure if that might be why and i recently updated my drivers 2 times so must be 1 of them

tribal harness
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no way to know for sure

strong fossil
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something tells me it was the gpu swapping but maybe the intel graphics drivers being installed may be annoying it

tribal harness
strong fossil
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thanks a lot guys you have been amazing to help me

tribal harness
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yeah, np

strong fossil
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@fierce tulip thanks a lot to you too

rotund elbow
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Is there any tool that i can use to simply adjust the third person animations so it gets a lower more crouchy position

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im not sure if i should check control rig or full body IK

oak root
woven patrol
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does anyone see whats wrong with this?

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Sorry if its a dumb question but I am very new to blueprints and unreal as a whole

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The issue I am facing is that I cannot dash when I play test

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and I cannot for the life of me find out whats wrong

jolly vector
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With a minimal glance, but is Can Dash? set to true when the game starts?

woven patrol
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I cannot believe I didnt check that, yeah ill check now lol

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well

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that was a little embarrassing lol, yeah it wasnt enabled

jolly vector
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Nothing to be embarrassed about. Small things like that get me every single time... it's how I knew to ask lol.

woven patrol
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well ill make sure to come here for my questions then, thanks for the help

oak root
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So the problem I'm having is I'm only able able to access variables from my playercontroller.

I made a gameInstance blueprint, with a visible variable called Money.
I have a hub called gameUIHub, in which im trying to display the value of Money.

gameInstance and gameUIHub both compile correctly, but the Money value doesn't show up in game. If I move Money variable to my playerController, and set up my Hub to cast it instead, I'm able to see Money value in game

Even doing a child class of of playerController, and doing the variable in there - I'm still not able to access that

somber rover
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Anyone know how to fix clothes on chars? Retargeted the chars to UE4 mannequin and now the clothes fall thru the skin in certain places it didn't on the original char. Using the same physic asset and everything and when I press simulate on the physic asset it falls into place properly

jolly vector
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@oak root That's unusual since I am able to access custom GameInstance blueprints. Make sure that the classes you are trying to use are selected in Project Settings > Maps&Modes. The relevant settings are under Selected GameMode and Game Instance Class.

rancid lynx
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when do I get "PENDING KILL warnings" I Destroy Actor X , then Respawn Actor X and set a new reference variable to the new spawned actor X, then when i try to access the variables inside, i get a pending kill. why ? I created a new actor and set a ref to it BEFORE trying to access the data inside

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its like its finishing the entire line of code before the actor actually spawns.

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because its a function ? and not a generic event node ?

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Blueprint Runtime Error: "Attempted to access NODE_AddInstancedStaticMeshComponent-1 via property CallFunc_Array_Get_Item_3, but NODE_AddInstancedStaticMeshComponent-1 is pending kill". Blueprint: BlockInstances Function: Execute Ubergraph Block Instances Graph: EventGraph Node: Convert Mesh

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yea maybe a reference cant be set on the same frame as a spawn , hmm yea, cant set ref is no item is in game on current frame. thats probably it

rotund elbow
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How do i get the state from 1 anim bp state machine into another so i can blend?

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animbp1 <> animbp2

lavish lake
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Hello! I wanted to reach out here before going onto forum on UE. I had to reinstall UE launcher on my PC, I can see my vault contents, no problem. But the new projects I create are not showing up under My Projects. I tried launching project from its location .uproject, it's still not showing. and I can't add any content to the project since the launcher is not detecting it

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any advice?

neat forge
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Why cant maps be replicated?

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Can they be used in a multiplayer game?

rigid mango
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I have this problem with my charactes face material

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some parts of face are transparent for some reason

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yet this is how i have the material bp setup

narrow mauve
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Is there a way to get the Directional Light from game mode or game state?

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I tried casting to it but it always returns none

simple spruce
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Um, I updated my version of my game from 4.25.4 to 4.26 and I can't get the game to open giving me a could not be compiled. Try rebuilding from source manually. Any advice would be appreciated

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I'm worried I lost a lot of work

onyx rivet
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hello everyone, i've got a question about virtual camera plugin for the phone, is it possible to get the phone camera stream at the same time using one device?

worn copper
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Hello i've used SPLine Layer for Road. It is Working but problem is it is not rendering Terrain correctly in but Collision is Working...

worn copper
# rigid mango some parts of face are transparent for some reason

@Glord 3D#5368 You can find solutions here... https://youtu.be/wa_XKGalqHQ

Unreal Engine 4 Tutorial showing you how to create a Third Person Character using the Third Person Character Template provided by Unreal Engine 4 , and using Mixamo Character and Animations.

Follow me on other platforms:

Website: http://www.abdulkaderelrawas.com
Instagram: https://www.instagram.com/abdulkader_elrawas/
Twitter: https://twitter...

β–Ά Play video
vernal dock
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has anyone here made 1mill in game sales?

worn copper
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@vernal dock Why?

narrow plaza
winter gale
vernal dock
worn copper
sick patio
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is there a channel for computer builds or can someone DM me about building a good/not totally expensive pc?

leaden garnet
stiff bane
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hey guys, when i toggle my flashlight with this code and the sound plays, i get these errors, anyone know why or how to fix them? cant find a solution ...

valid sun
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ahh my unreal engine do wierd stuff

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some times it looks normal

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some times it turns black

timber nymph
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why does my server have 6 instances of playerstate on it when I connect 2 clients?

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all but 2 of them are empty

silent remnant
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could somebody please help me figure this message log out? i made a custom blueprint and 90% of the meshes just disappear on me when i hit play

timber nymph
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what part of it don't you understand

silent remnant
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how do i get the mesh pieces to not disappear

timber nymph
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GothicStatues004_SM2_44' is not static cannot attach ' which is static to it. Aborting.

silent remnant
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yea, times like 60

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idk why its complaining

timber nymph
silent remnant
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so the bp is already created and all the pieces are one now

timber nymph
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idk what that means

silent remnant
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how can i fix the individual parts

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i converted many meshes into a blueprint

timber nymph
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you mean a static mesh?

silent remnant
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oh ok i got it, thank you m8

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i highlighted the meshes in the BP then changed them to stationary

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so it worked, didnt disappear this time. you are a life saver m8

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thank you, sorry, im fairly new to the engine

timber nymph
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that will mess with your lighting btw

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if they're actually static try to make them all static

silent remnant
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ok

timber nymph
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I'm new too it's all good

silent remnant
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its a massive cave door

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an entrance to catacombs that eventually lead to the labyrinth

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so i was bummed when it went POOF

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is there a way to re set an actor as anchor?

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becasue it moved one of the pieces and decided to attach everything to it

timber nymph
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dunno

silent remnant
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i duplicated it and it threw a copy of it back in its rightful place

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but there is still a midget statue hovering lmao

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maybe ill leave it as an easter egg

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a super obvious easter egg

timber nymph
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lol

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my actor spawning made a circus

silent remnant
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haha, playin leapfrog

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i decided to hide the floating miniature with a chandelier. dont tell anyone

timber nymph
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it's going in my steam review

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everyone will know

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IGN will give it 8/10, it has a little something for everyone

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floating miniatures riding chandeliers

silent remnant
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@timber nymph just know that when my project is complete, the entrance to the first level was made possible cuz of you

timber nymph
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if that's my legacy I'm doin allllllllright

silent remnant
timber nymph
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oh damn

silent remnant
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And there she is

timber nymph
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that's really nice

silent remnant
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Ye

timber nymph
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did you make the assets?

silent remnant
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And she went friggin poof when i hit play

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No

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Gothic statues, underground ossuary, and infinity blade props

timber nymph
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that will definitely benefit from static lighting

silent remnant
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Plus fantasy cave

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Those were the packs i used

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Going for the catacomb theme

raven sand
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is there a way to select all actors with a given static mesh in the editor?

timber nymph
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cool I'll check it out

raven sand
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I have 4 bush types that I want to change to 4 different bushes, but they're not sorted in the editor, and I don't want to click through them one by one

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ideally I'd want to just like ... select all bushes of type 1

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ohhh found it

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right click -> select -> all matching πŸ™‚

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damn ue4 is amazing

timber nymph
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oh nice

raven sand
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now I just wish it didn't move the thingies outside of their current folder when you do replace actors, but I guess that's "easy" to fix by just moving them back in afterwards

fallen marten
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If anyone can tell me why im getting the audio component warning, it would be really helpful. It only happens during a PIE test game with both listen server and client. Its fine if one or the other on their own. Not sure if it will do it with a packaged game. Side note - the sounds do play on both

silent remnant
raven sand
silent remnant
raven sand
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I mean I did use ue for a little bit last year, but still ... blueprints are amazing, most of the builtin systems are amazing, and just holyshit all the stuff related to animations and meshes and debugging rendering/performance issues and having shit like "player collision" overlay or overdraw overlay or shader complexity or ...... omg so many things :d and the stat console .... I'm so happy :<

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my only real "issue" atm is chaos ... since apex is deprecated, but chaos is still in beta ... so I'm just using apex and hoping I can switch to chaos once it comes out

silent remnant
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yall dont forget to help @fallen marten

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sorry im too new to help bro

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night and thanks again @timber nymph u a g

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they need an "at everyone willing to help people" up in here lmao

fallen marten
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πŸ™‚ Thanks @silent remnant - i was new here once too

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Not holding my breath for any help on my issue tho - is more like a shot in the dark lol

compact pine
#

would anyone know why my foliage shadows are disappearing too soon?

graceful sentinel
#

I don't know where to say this so ill say it here.
Could you recommend me any (for example), udemy, or whatever tutorial for a beginner? There are tons of them and I cant really decide which one is worth it.

Thanks and sorry if this is not the channels for this question.

heady saddle
#

data tables: is there a good/proper way to change a struct some data table is using as row struct without the data table breaking? currently i will do an export to csv/json, delete the data table, change the row struct, compile, re-create the data table with the changed row struct and reimport from source - sometimes this works, sometimes you have to modify the csv, depending on wether fields were added or removed.

all structs are defined in c++

curious if anyone has any similar experience. using a lot of data tables while iterating creates huge time sinks and something feels off about this approach. it's not like we didn't plan the struct before hand either, but sometimes there's one or two fields we missed that needs adding or removing. the result is we end up creating bigger and bigger row structs to simply cover all possible fields we MIGHT need down the line.

rotund elbow
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Is it possible to align any animBP to the arrowcomponent?

pure galleon
#

is it just me or today's unreal forum is not accessible

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the webpage loading for quite a time now

dry locust
#

why is project files generating, it says i need windows sdk, but it's already installed

rotund elbow
#

Shouldnt anim starter pack work on a first person controller just by linking the animbp and replicating the TPPhero cp controls?

dense knoll
#

how do you make post proccess render before widgets?

thin sluice
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My AI debuger menu dont work, it wont open

weak cradle
#

Whats the best way to make a skeletal mesh transform into another skeletal mesh? Kinda like a hulk transformation

dapper oak
#

anyone know why my editor is capped at 30fps?

robust marten
dapper oak
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Ok I check it out

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Thank you

golden dust
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Are there any known reasons why resizing the viewport would be so immensely slow with 4.26.1 (and maybe other versions)? As in reducing the frame rate of the editor and viewport to <4 FPS until it's done resizing? CPU (9900k) usage, GPU (GTX 1080) usage, RAM, and VRAM are all perfectly fine and don't spike even slightly while this is going on.

fierce tulip
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because of rerendering prolly, but dont know the inner workings

ebon garnet
#

good Saturday all, after I spawn my turret bp, nothing works on it any thoughts ?

robust marten
ebon garnet
dawn gull
#

So, I have an array of cubes that makes a bigger cube and I'm trying to make it a sphere (this is the code im using: https://blueprintue.com/blueprint/shs2m1dn/) When the spherical bool is set to false it makes this (as expected)

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But when I set the bool to true I get this:

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The code to make it a sphere runs after spawning all the smaller cubes in

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Why does it do this?

autumn grail
#

Please what is this profiler window and how to open it?

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found

robust marten
#

Is it possible to get some float variables from the player and store them somehow into a structure for use in a drop down menu within the editor? For example, creating a function with two inputs (Amount & StatToChange) with StatToChange being a drop down list of whatever float variables I added? I tried doing this with an Enum but there's no way to convert an enum to or from a float.

marble delta
stark kite
#

a first project i might try if i learn unreal engine is remaking doomspire brickbattle

marble delta
#

@robust marten Oh! A Map of enum to float would also be a good option. It's basically the same solution as the array suggestion though.

oak root
#

Hey guys, I'm trying to set up a days/time system in my game, but I'm doing something wrong. It's getting stuck around 9-10 seconds, and bounces back and forth.

weak bone
#

I have a scene component called SpawnPoint at the bottom of my Cube Blueprint, how can I use this to instantiate the blueprint at this location? Whenever I try to spawn it with a LineTrace it spawns halfway in the floor

#

I use these Blueprints

candid valley
#

hi not sure if this the right place so feel free to redirect me if its not but im having an issue with importing meta data on static meshes.

when i initially import the mesh the meta data comes with it fine but when i try to re import the mesh the meta data dosent update.
is there an import tick box that i'm missing or is there a work around for this ??

any and all help would be appreciated

robust marten
#

does anybody know how to make it so that a boolean can be ticked in the editor on an actor? Currently, it sets the booleans to the default settings when they're placed in the world, but I want to be able to tick Owned? in the editor if I place an item that I want to be owned. It wont let me tick them as of now.

#

Not sure what i could or would set the boolean to

misty wharf
grim ore
#

@graceful sentinel there are free courses on the learn.unrealengine.com portal from epic, no reason to decide what is worth it there just start at the learning and beginner ones

#

@robust marten you are ticking it, causing the construction script to run again, then that is setting it back to false. Your setting that struct on construct so you wont be able to do what you want this way

#

@weak bone the spawn point is not the root, the root is where an item is spawned in at using the default transform (its offset/pivot). You would need to spawn the item then adjust its location in the world the distance between the actors transform (its root pivot/transform point in the world) and your custom spawn point. You might be able to do it another way by getting its class defaults and adjusting it on spawn but the smarter way is to just fix it outside the editor or fix your blueprint. you dont need a spawn point, just move the mesh up in the blueprint to where you want it (the root is 0,0,0), the mesh is the child so you offset it so its bottom is up however far on the Z so it sits where you want it when you spawn it.

robust marten
calm pollen
#

im trying to make my HUD so that when the player picks up an item, it sets the "TurnBarOn" boolean to true, then if that is true, the HUD animation plays, but for some reason its not working

#

anyone know what im doing wrong?

grim ore
#

so the first code is in the widget, and only runs when you first create it. when do you create this widget?

golden dust
calm pollen
#

the widget is always on screen, its like the normal HUD, but i also have a widget that has the animation in it

#

is it better to have the things hidden until the animation starts, or just have another widget appear on screen when its active?

grim ore
#

that top screen is from widget construct, that is what I am asking about. That code to check for the boolean ONLY runs when that widget is created.

#

so is this widget created after you turn the boolean to true?

calm pollen
shut moss
#

I need to learn:
) How I can add buttons, combo boxes, text edit fields
) Transition from a game state that displays the above to one that displays a 3d scene, while passing information from the former

I am completely noob. What should I Google?

grim ore
#

@calm pollen then that is the answer to why it doesnt work then, your only checking it once when you create it

#

you need to tell the widget to play the animation when you want it to play

#

@shut moss UMG is the ui system for Unreal Engine. Game Instance can be used if you need to transfer data from one level to another, but in your example there would be no reason to do that you just store it somewhere like the game mode or game state

shut moss
#

ty

calm pollen
grim ore
#

where is the code for the second screen? what class has it

calm pollen
#

its just a widget that says Event Construct> Play Animation

grim ore
#

the code when you do ActivateMagnet, your second screenshot

calm pollen
#

thats in the ThirdPersonCharacter event graph

grim ore
#

where do you create the UI at, the main ui where your animation is at?

weak bone
#

Whaht variable should I use to store a Blueprint actor in so I can spawn it anytime? When I choose Actor, I cant set a default one

grim ore
#

if you choose actor OBJECT its an instance of that class in the world (it tells you in the tooltip), you would probably want actor CLASS @weak bone

calm pollen
grim ore
#

so your player has no idea about the ui?

#

ok to cut this short. You need your activatemagnet event to talk to the ui where this animation is and call a custom event on that widget to play the animation. IF your player has both a referene to the UI when you create it and has that activatemagnet event you should be good.

calm pollen
#

alright i think i have an idea now thank you

#

youre helping a lot of people with everything btw, just know it means a lot to all of us 😁

grim ore
#

its just reinforcing the muscle memory so it helps me as well

weak bone
#

@grim ore I get it, but I can't find the type Actor Class

grim ore
#

when you choose the type for your variable, there are 4 options. the second one (in purple) is the class for that type

weak bone
#

There are more than 4 for me, the second one is Byte and the only purple ones are Name & String

grim ore
#

you want actor as the class dont you?

weak bone
#

Yes

grim ore
#

atleast thats what you said

weak bone
#

Oh, I didnt knew there are sub menus

grim ore
#

so you would choose actor as the type, then you would choose class reference

weak bone
#

Thanks!

grim ore
#

yeah I guess if you just click on it fast enough you might not notice that

weak bone
#

It isnt a problem because I can set it on BeginPlay, but why can't I set a default for it?

grim ore
#

did you compile the blueprint

weak bone
#

I thought i did but I didnt. Sorry

#

works now perfectly. Thank you!

grim ore
#

yay!

pastel geyser
#

I want to choose Trigger Box but it doesn't show this in the list

#

in the code i used ATriggerVolume with EditAnywhere property

#

what is wrong with it?

silent plover
#

didnt they say ue5 would be avaliable in preview for early 2021?

#

we're in march now

grim ore
#

I dont think early really has a definition for software dev

patent gazelle
#

cant seem to get reverb on my weapon, can someone tell me an easier way?

sleek bridge
#

is there anyway to limit first person shooter shots?

#

I have a game instance of the number of bullets and when i set it to 0 I want the first person shooter to not be able to shoot anymore

#

Inputaction fire?

#

I don't have a shooting function

#

Im using the default when u create a FPS project

#

At the spawn projectile comment window?

grim ore
#

so lets say you figure this out, is the next thing to ask us how to make it reload?

woeful folio
#

Hi. Not sure if this is the right place to ask, but does anyone here use Houdini with UE4 - Specifically with curves as editable nodes?

warm swallow
#

@oak root did u figure it out?

oak root
#

Ehh, made a bit more progress, but once it gets to 1 minute, it resets to 0 minutes 0 seconds

#

So something with the way I'm getting the time is wrong

warm swallow
#

The logic gets too be a bit weird for what you have i believe.

#

but uhm

oak root
warm swallow
#

you're putting hours in the first 2nd slot on your print statement

#

What si the goal just to add the time up?

neat forge
#

Does anyone know why this could be failing?

#

its not getting controller

oak root
#

yeah, so how in any tycoon game, city builder, etc how it shows the date or day number, and time. I'm trying to make that

#

So the result would be... 'Day 13 Time: 4:44pm

warm swallow
#

Oh just for an exercise? i believe there are built in functions for getting the time.

#

Ah..

grim ore
#

@neat forgedebug it. breakpoint on the cast and see what class you are getting out of the get controller

#

@oak root dont delay on tick... that is bad.. horribad. super bad. use a timer if you need a repeating event.

oak root
#

Okay, I think I understand what I need to do

#

Alrighty Mathew I'll get rid of that

warm swallow
#

Thats what i was getting at ...

oak root
#

My thinking was it would actually help the system so it doesn't have to run this function as much

warm swallow
#

Are you trying to get an accurate representation of time

#

or like /played thing

oak root
#

Played, nothing based on the real time

warm swallow
#

Ah

oak root
#

How it is in say, The Sims

warm swallow
#

So like..

#

Well i dont play the sims haha ... but what i'd do is have a Counter variable called TotalTime

neat forge
#

Its returning as " " literally nothing

#

on the controller

warm swallow
#

And each tick. Add in the delta seconds to total time

#

Then take the accrued timed, and do the modulus math to determine how much time

oak root
#

Yeah, that's what I'm changing it too right now

grim ore
#

and use timespan math if you want to add to a timespawn, just add a timespawn (your existing value) to another timespan (a new one that has the amount you want to add)

warm swallow
grim ore
#

@neat forge then the pawn you are running this on (self) has no controller

neat forge
#

Ohhhh πŸ€¦β€β™‚οΈ lmao thanks

#

Yeah its cause my other level had it i forgot to add it in this test level lmao

#

Thank you guys

sleek bridge
#

what should I change in order for my FPS projectiles hit a third person AI?

grim ore
#

dont use weird math to work with timespans, let them handle themselves. just figure out after X time how much you want to add to your timespan and add it using a timespan + timespan node

sleek bridge
#

they are going through him

#

I cast the event actorbeginoverlap to the projectile but it doesn't work

grim ore
#

change the collision on the AI or on the Projectile.

woeful folio
#

@oak root As Mathew has mentioned, using a delay like that isn't a great idea, and will likely hamper you in future if you wanted to trigger other things from the tick. However, if this blueprint was going to do absolutely nothing else (or rather everything within it only needed to fire once per X seconds) you can go to the Class Defaults of your blueprint and change the Tick Interval

oak root
#

Ayy we good now!

sleek bridge
#

I changed the simulation generates hit events

warm swallow
grim ore
#

none of that is the collision itself, the channels it collides on

warm swallow
#

creating a new timespan everytime tick runs

#

is YIKES to say the least.

grim ore
#

you dont have to create a new timespan, its a fixed interval you can have a variable that has the amount you want to add every time

#

his math was just breaking it apart and then putting it back together again which was causing issues

sleek bridge
oak root
#

is this more effecient? I'm no longer saving a timespan, only tick, and then breaking to a timespan for display

warm swallow
#

His math could of literally just been add delta time to a counter to achievement same goal

#

what is time length

oak root
#

Ot

warm swallow
#

and time multiplier

oak root
#

It's my tick, and time multiplier would be for user speeding up time

#

Setting game speed to 1x, 2x, 5x

warm swallow
#

Whats the time length for

oak root
#

Time length is my base multiplier

opal lark
#

Hello when i kill my Enemy and simulate physics it just rolls around in its collision i think, How can i stop this thanks.

#

Here is my BP

weak bone
#

I use this to shoot a Line Cast, but when I move and rotate a bit it just gets really messed up, what is wrong? I have ticked "Use Pawn Control Rotation" in the Camera, everything else is default

woeful folio
#

@weak bone those are your start and end vectors for the line trace right?

weak bone
#

Yes, sorry, here is the whole thing

woeful folio
#

assuming you always want it to go from the camera to that distance down its forward vector, you need to add the two together to get your end vector

weak bone
#

oh so forward vector + world location?

woeful folio
#

yeah, your current end (the ouput of the multiply) + your current start (world location) = your new end point

weak bone
#

Thank you, works!

grim ore
#

@opal lark open up the physics asset for that skeletal mesh and adjust it so it reacts the way you want, it might not be created very well

opal lark
#

OK THANKS

#

Sorry caps

stark cedar
#

Hey can someone remind me , what was the name of this type of widget?

grim ore
#

the diamond? thats exposing a vector variable as a 3d widget in the details panel of that vector variable in a blueprint

opal lark
#

@grim ore The physics look good mate any other reason why it roll around on simulate physics

sleek bridge
#

is there any way to have two event actor begin overlap for one object?

#

I want my AI to take hits and to cause damage

#

or should I just chain the castings?

grim ore
#

@opal lark well its the physics asset that determines what will happen. Also if this is an AI does it still have its capsule around it when you tell it to simulate?

#

@plush yew what does your task manager show for cpu use?

#

@sleek bridge and overlap event is an overlap event, two thingies overlap. depending on which overlap you are reacting to (the causer or causee) you know what is taking the hit and you can then also tell what was causing it and do what you want with that

opal lark
#

@grim ore It does Ive tried to destroy capsule component on death but he does not simulate then just stands in idle animation

grim ore
#

turn on physics visualization then, when its running in the console type pxvis.collision 1

#

when it dies now you should see what it is colliding with

#

your capsule should probably be set to no longer have collision, then your mesh should have collision enabled and physics enabled. when death is called

opal lark
#

@grim ore Ok Matt ill try thanks

proud canopy
#

Hey @grim ore it's a privilege to bump into you! You've helped me a few times in the past with your tutorial work and it actually inspired me to become a youtuber myself producing UE4 tutorial content πŸ˜„

opal lark
#

@proud canopy Your right mate

#

@grim ore Ok Matt something weird is happening , if i set physics on the mesh. In editor he will just drop it works, but its not working on that bit of code.

proud canopy
#

Go into your collsion and set collsion to query and physics

#

On your mesh

opal lark
#

Is this code rite to simulate Physics ?

proud canopy
#

Daz are you trying to get your actor to go ragdoll?

last rampart
#

Hello, sorry total newbie here. Probably a dumb question, I'm stuck (I think in player mode) in a viewport and can't get my mouse out of this viewport window only able navigate around in there, I tried esc.... How do I get out of this mode and back to my project.

opal lark
#

@proud canopy Yes mate

proud canopy
#

Go into mesh --> Turn Query and physics on and you'll be sorted Daz

woeful folio
#

@last rampart Shift + F1

weak bone
#

Is there a way I can change the mass of a Blueprint class via blueprints?

opal lark
#

@proud canopy If i simulate physics he just falls I only want to simulate when his life is depleeted

weak bone
#

So when I spawn it I can choose the mass of the spawning actor

proud canopy
#

Turn on mesh collision to everything except pawn

opal lark
woeful folio
#

@weak bone expose a float for the mass (so you can set it per instance in your level), then on BeginPlay use it to set the mass of the blueprint component

opal lark
#

@proud canopy This is what I have and thanks for helping mate

proud canopy
#

It's all good Daz. I've just released a tutorial on this topic, its currently early access for my patreons only but I'll send it your way so you can get the issue sorted πŸ™‚

#

Just follow that and go to the ragdoll timestamp

weak bone
#

@woeful folio Sorry I don't quite understand, I want to change the mass after (or before) spawning the actor and I currently have this code, what exactly do I have to do?

grim ore
#

@opal lark it might not be the issue but in that screenshot you are turning on simulate on the capsule, not the skeletal mesh

#

@weak bone once you spawn the return value on the right is the item you spawn, drag off it and you can set whatever you want after spawning it

woeful folio
#

@weak bone drag from that return value and type mass, then youll need to choose what component within the actor you're setting the mass of

weak bone
#

When I type Mass this is all I get

woeful folio
#

@weak bone you might need to cast to the actor type first

weak bone
#

Is there any way I can cast it the Blueprint Class Variable I have (SelectedSpawnItem) instead to a fixed blueprint?

woeful folio
#

I'm a little confused. Are you wanting to set this new mass value in every actor of that type you've spawned, or just have them all the same and never change it? (in which case you can just set it in the blueprint and forget about it)

marsh swallow
#

any idea why when i apply a certain sound class to my sound wave files they no longer want to play in editor when clicking on them. The play button just flickers to start and then stops right away.

#

This is only when its set to 1 of the 7 sound classes we have.

#

i have checked all the options that i can see on the sound classes

grim ore
#

@weak bone since that spawn actor is taking in a class from a variable it wont know what class it is, you need to cast it to the specific class (you will notice the return value says actor generically, not your specific class). and then at that point even with the specific class, you need to find the item that has the mass and set it on that

weak bone
#

Im trying to recreate the Spawn Menu from Garrys Mod. You can Open a GUI and select a Mesh that you want to spawn (Which is saved in SelectedSpawnItem). Now I want that you can also type in the Mass of the object you want to spawn in the GUI (which is stored in SelectedSpawnMass). Now I want to apply that Mass only to the Actor I am spawning, so not to every actor of this type

grim ore
#

when you spawn an actor, the return value is that instance of that actor, its the unique one

woeful folio
#

in which case yeah, as has been mentioned, you need to cast to it

grim ore
#

if you are trying to do something generic like this you might want to start using interfaces

#

or inheritence where the base item has your items that have mass for example

#

mass itself is not a property on an actor is going to be the biggest issue

opal lark
#

@grim ore I Fixed the issue so now he ragdolls on death how do i stop him squirming around on the floor and moving looks like he has no bones whatsoever

nova kernel
#

Anyone hear anything on the preview release of ue4?

grim ore
#

@opal lark it should stop squirming if its physics lets it. if its going nuts adjust the physics asset.

opal lark
#

@grim ore Ok Matt Im get used to collisions etc, but ive learnt a lot from your YT

grim ore
#

it might be smart to just tell it to stop simulating physics after afew seconds

opal lark
#

yeah good idea

grim ore
#

but like the default character uses this for physics

#

which is great and all but with every part being round its hard for them to stop jiggling around eachother

shell cove
#

I recently went back to unreal from unity and I’m so happy I had

opal lark
#

@grim ore How do i disable Physics in Bp is there a node ?

grim ore
#

same as set simulate physics

opal lark
#

@grim ore Oh yeah,

grim ore
#

just might end up with an issue when you stop where it goes back to t pose

#

hmm

mystic coral
#

Hey yall

#

google led me to you

#

i have a question with Unreal if anyones got some time

grim ore
tulip willow
#

so ive finally decided that i want to make something using unreal's c++ that i can develop into a possibly full game (not flappy bird and shit for copyright reasons) but my knowledge is pretty limited (input, movement, collision, destruction, interacting with objects, nothing advanced like procgen), what type of game should i try my hands on?

river stag
#

there is a reason why there are so many walking simulators πŸ˜‰

#

can probably make an entire game using only marketplace assets

tulip willow
#

yup, but i would like to do somehting thats more programming than art heavy

#

because thats how you get better

grim ore
#

so you can use the assets from the marketplace, so you dont have to worry about art, and program all the other stuff yourself. If you want to make something into a full game but need an idea, figure out what you like and how much time you want to take for this and if you want to finish it

#

it also depends on your skills you want to work on at the same time

river stag
#

avoid anything that requires lots of animations

grim ore
river stag
#

maybe something with cars πŸ™‚

#

or spaceships or whatever

tawny bay
#

Hi there, does anyone know how to get better performance when using the dmx plugin? I’ve created a concert show and looking to pre-vis with a lighting console, but the lighting causes my frame rate to drop from 30-40fps, to 8-10fps. It would really help to boost it as it’s causing lag when I’m running effects and keep things in time

frozen pond
#

hi, i'm trying to blend meshes with landscape using virtual texturing but i end with this:

#

any idea wtf ?

mortal cedar
#

anyone know a good way to change all of the retargetting options at once?

#

its quite annoying having to change them one by one

#

wait nvm figured it out haha

opal lark
#

@grim ore Sorted thanks Matt

#

Anyone know how to add a particle on death undr corpse IE Blood pool etc

grim ore
#

blood pool would probably be a decal, you could before you stop simulating it do a line trace down, find the nearest ground point, then spawn in a decal at that point

wintry trout
#

Hey gang, stupid question that I've been stumped on since yesterday. Why are some assets colliding for purposes of dragging into the viewport and others aren't? Both are set to "BlockAll" and have a collision box set up in the asset editor.

Here is a video that shows what I mean: https://www.reddit.com/r/unrealengine/comments/lyj4wl/why_are_some_assets_colliding_for_purposes_of/

tulip willow
wintry trout
river stag
#

doesnt Chaos have vehicle stuff?

#

apparently pretty good

#

but maybe you want to implement it yourself πŸ™‚

misty wharf
#

Does anyone know of a way to filter input based on a condition? I have a few bools for my player, and while they are true I don't want the player to be able to do most inputs(running, jumping, attacking, etc.) I considered simply checking in those input functions if the bool is true, and not allowing input if it is, but I would be checking this on so many functions it starts to feel a little redundant. I don't completely mind if it's redundant, but I thought I would ask first.

plush yew
#

Place volumetric fog exactly where you want it! credit: Chris Murphy

#

He shows the material, and answers a few questions in the thread.

tulip willow
opal lark
#

@grim ore Thanks matt

rotund elbow
#

Is it possible to merge animations with some control? Like merge at spine? I mean the animation files, not programatically.

snow fog
#

Hello. I have an idea for a mechanic in which when a player puts on headphones, he does not hear the environment around him, but he hears what is in a certain room and I have a question is it possible to do this without moving the player's camera?

rotund elbow
#

yes look into whatever type of audio emitters and sources there are

snow fog
#

well I have a sound source on stage from AI steps

#

and their sounds are tied to animation, this is the problem

#

or did I not understand?

rotund elbow
#

Are you asking how to do it or if it is possible?

snow fog
#

Yes

rotund elbow
#

Ok then, yes.

snow fog
#

and how to do it?

rotund elbow
#

no idea

#

ive used the engine for 6 days

exotic thicket
#

I think in PlayerController there's some ways to do it

#

I don't remember the specifics off the top of my head though

grim ore
#

Easiest way would be to use sound classes and then sound mixes and duck the sound for the main class down to 0 volume and increase the volume on the special sound class for that room

#

Then just set the sounds in your room to use that sound class.

exotic thicket
#

iirc in PlayerController you can just set the listener location

grim ore
#

And when you put on headphones do the lowering of the main sound class and increasing of the special one.

exotic thicket
#

but yeah sound classes would let you play with the volumes of things

junior wind
#

Is it possible to start nDisplay from the commandline?

rotund elbow
#

Whats the easiest way to blend upper body with lower body continuosly. I want to apply any animation above spine from a set of anomations, onto lets say any third person animation.

#

I assume there is something that can mix the states from 2 machines, i just dont know what.

plush yew
#

is anyone familiar with a way to prevent a player character's camera from getting pushed forward by another mesh? I'm not terribly familiar with how it works but as you can see here if the camera intersects with another mesh it gets pushed forward ahead of where that mesh is, just want to prevent this from happening and keep it fixed to the player character's view, any tips much appreciated.

rotund elbow
#

@plush yew i believe there are some collision options on the camerafor that

#

in the player blueprint

plush yew
#

yeah ill check that, i thought it might be those checkboxes

rancid forum
#

Hello everyone.
I want to make a combat system in the game.
In it, the outcome of the battle is known after completing the cycle and is calculated "instantly".
However, due to random values ​​in the cycle, it will not be possible to repeat it 100%.
You can make a log file of the battle, where there will be no randomness.

Any ideas on how to do this?
For UE4 to replay the battle from the log file as a replay or scripted scene with all animations and effects?

covert moss
#

Does anyone know why my foliage in the distance looks so bad and grainy, almost looks like im using grain or depth of field wich im not! Very thankful if anyone can help! πŸ™‚

grim ore
#

@rancid forum if you use random values with seeds the randomness can be the same if you replay it using the seed values.

plush yew
#

@rotund elbow hmm, tried quite a few options, doesn't seem to make a difference, going to look around on the forums,

rotund elbow
#

okay πŸ™‚

plush yew
#

aha

#

just got it

#

camera boom probe set to pawn fixes it

#

not even sure why that worked

wispy imp
#

I'm working on localization for my project, but I am getting a script bytecode conflict for text in a function that no longer exists, does anyone know how to deal with this?

plush yew
#

thats the behavior i was looking for

#

still collides with the other geo though, not a huge deal just interesting

#

still dont want it to collide with geometry though

#

dont want this either

#

gotta find a way to get the probe channel to ignore the geometry too, just want the camera perspective at all times

#

Found the culprit, sweet, disable this checkbox get the camera back

waxen carbon
feral moon
#

Is there a quick way to make a particle emitter take the shape of a mesh, or for the particles to be contained within it?

plush yew
# plush yew Found the culprit, sweet, disable this checkbox get the camera back

in the spring arm option there should be the same thing that is if your using a spring arm, in simple words the spring arm is basically a blocking collision box i mean its many things but. you can check the box for the collision test in the spring arm and it should go threw things just keep in mind this is for everything so if you have a building etc the camera will go threw it just keep that in mind but i do think there is someway to make that happen for certain objects

#

@plush yew thanks, yeah, there are options in UE to make other custom collision object types from the project settings menu, exploring those as well as other avenues just to get the ground and walls to be the only collision barriers, appreciate the tip

#

@plush yew Your welcome

#

Fucking hell I want MetaHuman to come out now

timber nymph
#

how would you handle notification in the player controller when a member of the playerstate is replicated?

native bough
#

What's happening there is no connectivity issue still not loading.

bright terrace
#

Anyone willing to look at my blueprints and help with something?

#

Trying to get my character to hold a pistol properly. I have a pistol anim bp setup but it never transisionts to it. Always to my rifle animation bp

umbral palm
#

Hey guys! I just got a new laptop with a 3080 gpu that works like a blast on everything but unreal. The engine refuses to use the rtx and keep using the integrated graphics no matter what I do. I've tried disabling the integrated graphics, forcing it on nvidia control pannel, forcing it on windows graphics settings, and nothing.... All drivers are up to date... Does anyone have a clue why this is happening?

timber nymph
#

how do I make my player start with no camera? it always starts at 0,0,0 before snapping to the pawn I possess

sharp crest
#

wtf is a 3080 gpu
do they already have rtx 3080?? bruh my 2080 is gonna get outdated faster than I thought πŸ˜‚

floral heart
#

There are 3080s now. 2080 is still worth because of crazy gpu prices. Probably a collector's item now.

sturdy vessel
#

Not sure where to ask this, but how do I include the steam sdk dlls in a project without installing it to the engine directory? Would like rest of my team to not have to install it.

#

just Binaries/Win64/32?

marsh swallow
#

@sturdy vessel we use scripts that auto install the plugins and files for steam sdk, 3rd party software, project plugins, engine plugins, compile, local config file adjustments, uproject file, all kinds of stuff

#

maybe something like that may work for u?

sturdy vessel
#

@marsh swallow Yeah it would. Trying to keep things as simple as I can still. I will do that if I can't find a way. Thanks!

marsh swallow
#

the script was our simple way. hahaa

vagrant lodge
#

Any ideas on how to properly export a skeleton mesh from Houdini to Unreal?

AFAIK the Houdini Engine plugin for Unreal (even v2) can't do skeleton meshes, leaving us with the FBX format. I just want to export a very simple, custom skeleton, just a few nodes/"bones".

The problem I have is that the "scale" parameter of the imported skeleton is wrong relative to the scale of the imported model/mesh, by a factor of 100. Visually, everything looks correct in Unreal, but the "scale" parameter is 100. AFAIK having a scale other than 1 can lead to many subtle problems later if I try to work with this skeleton further in Unreal. I will use Control Rig in Unreal for rigging and animation.

If I tweak the scale on export/import to get the correct skeleton scale the model/mesh gets the wrong scale instead, and will also be visually the wrong scale.

I can also transform just the skeleton in Houdini to get the correct scale on import, however then the skeleton will be 100 times too small for the mesh and will no longer fit the mesh.

FYI I use Houdini's ROP FBX Character Output node.

vagrant lodge
#

The scale is 100 (should be 1).

true falcon
#

Is there a list of additions to the unreal documentation somewhere btw?

zinc shore
#

is it possible to install marketplace content without using the epic games launcher

pearl hedge
#

Anyone have this issue with Unreal Insights before? Everything is showing up as <unknown>

#

using a source built version

winter gale
gilded plinth
#

Word, Niagara effect I made for Balenciaga's video game featured in Epic spotlight

spare blade
#

Is there a library of Raytraced shaders I can apply to my raytraced scene? Currently, I am using the materials found in the starter kit, but I think when working with raytracing I should be using materials specifically built for raytracing, correct? Or does it not matter.

sharp crest
#

Is this considered a lot more expensive performance wise than doing a looping event timer on begin play? lol

timber nymph
#

wait what

#

does that even work?

#

oh ok it doesn't duplicate

#

if (LatentActionManager.FindExistingAction<FDelayAction>(LatentInfo.CallbackTarget, LatentInfo.UUID) == NULL) { LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FDelayAction(Duration, LatentInfo)); }

#

yeah don't do that

#

@sharp crest

sharp crest
#

but why

timber nymph
#

read it

#

look at what you're doing every frame

dark briar
#

how do i hide this stuff at the top of my scene?

sharp crest
timber nymph
#

ok

sharp crest
floral heart
#

I can't tell what's going on in that code.

sharp crest
#

r u asking me?

#

it's just a way to get something to happen every second

floral heart
#

I mean the code. I recognize the blueprint as "make a new latent action every frame, that will have to be processed and deleted many frames later"

timber nymph
#

and then iterating through any returned tasks searching for a uuid

#

the second part not so bad

sharp crest
#

is that about the delay node?

timber nymph
#

no

#

that's why I mentioned you it's not about your question

sharp crest
#

ok didnt see

timber nymph
#

the map lookup isn't bad and it's probably returning one thing each time

#

but it's super wasteful

#

just needless

#

start the delay and have it trigger an event that restarts it

sharp crest
#

but Im always too lazy to do that

#

so Im asking, is it rly gonna matter at the end LUL

timber nymph
#

that took five clicks

#

if that's how you write all your code then yes it will matter in the end

#

if this was one thing then no probably not

sharp crest
#

well I have it in a few places

#

but just that

#

lol

timber nymph
#

what is it supposed to be doing anyway?

sharp crest
#

lol

#

updating voxels Ig

timber nymph
#

?

sharp crest
#

u basically asked me to explain to u my whole game

#

I mean sure if u want

timber nymph
#

if you say so

#

anyway you asked if trying to force a delay to start every frame is more expensive so yes it is more expensive than almost any other solution

sharp crest
#

well I know it's more expensive

#

I just want to know if it actually matters

#

lol

#

so How more expensive is it

timber nymph
#

don't optimize prematurely

#

make your project and then profile it and fix the slow parts

#

but also don't write dumb code

#

you can have the delay retrigger itself

sharp crest
#

that 1 extra node tho

timber nymph
#

ok

sharp crest
#

too muhc work bro

timber nymph
#

if you already know then why ask

sharp crest
#

u didnt answer my question Idk

timber nymph
#

I've answered it a few times lol

#

with code explanations

sharp crest
timber nymph
#

ok so you want me to write the two samples and profile them and give you statistics?

sharp crest
#

yes pls

timber nymph
#

ok

#

just hang tight

sharp crest
#

thx

floral heart
#

I'm really just confused at why you put a delay after event tick. Every frame you're putting a note to do something 30 frames later. Time travel?

sharp crest
#

lol

#

not every tick, just where I need to do something after

timber nymph
#

what was your question then?

#

just "is delay expensive"?

#

if it's not every tick why show it on ontick

sharp crest
#

I was just asking because thats how I do loops

#

sometimes

#

lol

timber nymph
#

why does every answer you give just make it less clear what you're doing lol

sharp crest
#

lmfao

timber nymph
#

are you like, setting a flag and checking it ontick? and when it's set you start a delay?

sharp crest
#

nop I just have it

#

as a loop

#

that runs all the time

#

for some actions

#

just like a loop with a cooldown

#

thing

#

omg noooo why wont it work

timber nymph
#

pasting into a function?

sharp crest
#

function libraries dont work in objectS?

#

whats this bullshit oof

#

Im pasting a function from a function library into an object and it wont let me

timber nymph
#

are you pasting the function nodes?

sharp crest
#

I cant find the function in search

#

so I went to an actor and placed it there

#

then copied

#

sad ok I will just make a reference function in another actor

timber nymph
#

????

#

I literally cannot figure out what you're doing

sharp crest
#

lol

#

this is unrelated to the delay thing

#

well I guess its related in a way actually

#

but not rly

timber nymph
#

yea but like

sharp crest
#

not technically at least

timber nymph
#

"placed it in an actor and copied and it doesn't work"

#

"I'll put a reference in another actor"

sharp crest
#

I just googled it bro u cant use blueprint function library functions in uobjects

timber nymph
#

I just made a function library and put nodes in it and copied them into an actor bluprint?

sharp crest
#

I will just make a function that calls the function in the function library in an actor and then reference the actor in that uobject function and call the function that way

#

wut

timber nymph
#

oh uobject

#

not actor

sharp crest
#

ye

timber nymph
#

still works

sharp crest
#

its so dumb tho why cant I like

#

call the world

#

and then use the function

#

lol

#

cuz I have an actor reference in my uobject

timber nymph
#

yeah it doesn't have any references to anything in the world

sharp crest
#

but I have one

#

in my function

#

like I have an input actor

timber nymph
#

yeah you made a derived class and added members to it

sharp crest
#

Idk what u mean bvut sure

timber nymph
#

when you make a blueprint you make a new class that inherits from an existing one

#

so you don't have a uobject you have an entirely different class that inherits from uobject

#

so you can add stuff to that

sharp crest
#

thats lame

timber nymph
#

but unless you add e.g. the actor reference you're talking about, it doesn't have anything in it

sharp crest
#

ye I will just do it with the actor

timber nymph
#

yea

sharp crest
#

Cheating in UE4, game state in a UObject Anismart

timber nymph
#

gamestate is an actor

#

oh sorry

#

thought you said is

#

lol

#

it's not cheating

sharp crest
#

but its cooler that way

maiden crane
#

hi, sorry if this is the wrong channel to ask for help but im having problems where when i try to bake the lighting it gives weird shadows, tried googling it and it says to change your light map uv source to the second one but i havent had much luck

iron zinc
#

Please help i am very new to UE4 and i accidentally closed some windows and when i try to reopen them they are invisible so please can someone help me get them back or tell me how to

#

should i try to update UE4?

frigid harness
#

is it like you can see that they are open but they don't show up?

iron zinc
#

yes it opens up a new tab for UE4 but when i hover it shows my desktop with only my apps and no unreal engine stuff

frigid harness
#

is it really small or on a different monitor maybe?

iron zinc
#

No i got one monitor and its just disappeared

#

im updating UE4 and if it isnt fixed i gotta redownload

frigid harness
#

that's odd

#

can you send a screenshot maybe if it still happens

iron zinc
#

ok wait let me open it up

#

there

#

the window button wont work

frigid harness
#

which window are you trying to open?

iron zinc
#

tool

#

the 2 that are missinbg

#

missing there

frigid harness
#

does this help?

iron zinc
#

no

frigid harness
#

I think the one you are missing on the left is called place actor? if you go into the window menu it should be one of the options?

iron zinc
#

because when I click any of them it opens a new UE tab and when i hover over it nothing is there

#

so im going to update it

#

and hopefully that will fix it

frigid harness
#

ahh

#

is it possible to screenshot you hovering over it?

quiet totem
#

hi , i am beginner to UE4 and need some help with using megascan assets . i am clipping through my megascan asset for no reason , i have checked all the mesh atrributes and compared them with default primitives of UE4 , still i dnt know whats happening

stray tangle
#

Hello are brushify packs well optimized for games?

fierce tulip
#

read the reviews, and consider the fact they have gotten an epic mega grand for their stuff

iron zinc
#

EY I FIXED IT

#

i needed to load default editor layout

quasi zealot
#

Where the best place to store player related data, only for local use, other players dont need to know it, or even server? For example auth token that should be globally accessible for player and also transferred between levels.

timber steeple
#

hey guys some basic question here... Lets say i know python, and I have some grass to be animated in the wind, can i write 50 lines of code and make it happen in unreal... I am a noob, kindly answer.

timber steeple
#

can i do that pretty easily atleast

#

I wanted to know what i can do in python in unreal

#

kindly...

dry latch
#

Sorry I do not know

#

Personally, I'm not using python x)

#

Also, I would like to know how I could make all teleporters teleport to a single point

#

the blue ones are gonna spawn procedurally in the map, but I would like them to only teleport to the red one wich has a fixed location

#

could anyone take a look ?

frigid harness
feral moon
#

Is there any way to restrained particles to be kept inside a mesh?

quasi zealot
magic fern
#

Hey guys. I am using advanced sessions for steam and I have two problems. 1- the session is just for one country, how can I change so that is Europe visible or universal? 2- how can I change a setting in a session when the game starts so that another players can't enter?

#

I thought so but players in a different download region can't see the sessions

#

Did you used advanced sessions and just created a session?

#

No. It is completely family friendly. It's cute also

#

I need to check what's wrong

worthy plaza
#

It's possible to give a specific light to a zone? (photo for example)

narrow plaza
worthy plaza
#

work even if it's open map?

narrow plaza
plush yew
#

can ue4 handle 1cm landscape resolution?

devout bone
#

Guys

#

There is no light in my scene

#

How to fix?

stray smelt
#

is 3dtext broken? cant seem to update the actual text/string through blueprint (SetText)

scenic fox
#

i want the render opacity to be 1 when i deselect it

plush yew
#

Hello guys I have problem with my runner game, the problem is supid but I can't fix it for a lot time

#

this code works perfect

#

this is the same code but with different key binds

#

the A key doesn't work correctly, it should switch the lines from right to left but it switches from left to right

#

how can I fix it?

hearty walrus
#

hi quick question

#

when UE5 releases

#

would the version string be 5.0 or 5.00

magic fern
#

I have a video playing on the main menu, if the user alt+f4 it will not close and create a background task. How can I resolve that?

simple meadow
simple meadow
plush yew
simple meadow
#

What are you trying to achieve? Sculpting detailed areas?

plush yew
fierce tulip
#

you'd fake that with good shader work, not by getting a 1cm dense landscape.

simple meadow
#

Yeah, a combination of shader/textures for ripples

plush yew
#

^ too expensive for shader work

fierce tulip
#

1cm is more expensive

simple meadow
#

You'd probably want to make a bunch of static mesh of dunes and scatter them in a direction across the landscape and blend between them

plush yew
#

i mean financially expensive

plush yew
#

wdym?

plush yew
rigid belfry
#

whats going on in this event graph? is anyone able to explain it in understandable terms?

simple meadow
#

You'll have to iterate on it, it's the same blending that happens between trees/rocks and other objects and the landscapes, its easy to see when its wrong

#
  • getting the materials to blend well and not just the mesh/landscape
plush yew
#

yep, they're same

simple meadow
plush yew
#

@simple meadow im not into tech art

#

yeah I tested the clamp

#

but I set it back to 2

simple meadow
#

You'll have to work within the limitations of the basic landscape assets then!

plush yew
#

and same result

#

it has

plush yew
scenic fox
#

can anyone help me

plush yew
#

okay

rigid belfry
#

you should set them as actions rather than axis

#

that would work better in your case

#

Axies go from 1 to -1 and it wouldn't make much sense in your case

#

well i mean you could still make that work right

#

but actions are easier

#

since in the event graph you can simply do "MoveRight" -> event that moves player right

low marlin
#

has anyone had this error on a dedicated server?

simple meadow
#

Actor and Character collision question,

How do you have a controlled pawn interact with the physics body of another actor?
I have a spike trap that tiggers on overlap with an actor and then the spikes go up I damage the player. I also want the actual spikes to collide with the player.
The skeletal mesh of my spikes has a physics body as shown below

Right now I trigger the spikes and get damaged but the physics body does not collide with the player, I've been messing with the collision presets for the capsulecomponent and spike trap but can't figure it out!

#

This is my Player

#

It might! I'm actually thinking of doing it a different way anyways, slow the character down and apply a small impulse up, walking into the spikes will just damage the player

#

creative problem solving = sidestepping πŸ˜›

carmine solar
#

Hey everyone! Does anyone know a way to render a movie including a sphere reflection capture? Just got the perfect look on the viewport but when I render the sequence it lacks the reflection 😦

rigid belfry
#

can you create audio directly inside of ue4?

#

how do i play sound backwards in ue4? is there any node for that?

grim ore
#

based on the internets, no. you need to reverse it outside and bring it in

obsidian nimbus
#

negative pitch?

#

or playrate

simple meadow
#

Figured it out, I had the wrong collision setting on the skeletal mesh (forgot to change it back after setting up projectiles types to go through it)!

#

Now I have the reverse problem where it's pushing the character out of the damage overlap event πŸ˜›

#

Can I reference a physics body in a blueprint for an overlap?

#

Fixed it by using a seperate box collider instead of the trigger, that was slightly bigger than my spikes, working now!

feral sierra
#

Anyone knows a nice curvature mask/ material tutorial for edge highlights?

simple meadow
#

Next issue, why does the animation speed up if I am moving through the overlap trigger as it is animating?

It plays normally if I stand away from it or on it, but if I jitter around the edge it speeds up with my input.

grim ore
#

Weird question but can a plugin be enabled and when loaded it updates the input settings to add axis and action events? For example making a Character plugin that contains a complete character and when enabled I want its default input events to be added automagicaly to the project

pastel geyser
#

I need help i use default Third Person Pawn and trying to use OnComponentOverlap for Door(Actor) with collision setting Trigger but it doesnt work. Everythin is work as expected except Overlap for Door(Box is root component and msh is attached to it)

grim ore
#

What part doesn’t work?

gilded lichen
#

Hello, how do I move the grid's location when using the 'Snap to grid' node?

dusky inlet
#

You don't, there would be little point to the grid if the grid was movable

#

On z it might be useful (in step increments)

olive brook
#

Why does my old project look like this when I open it in UE4? The compiled game looks fine, it's just the editor that somehow messed up.

#

I tried turning off and on all the lightning options but nothing seems to work. Also rebuilding the project

grim ore
#

that looks like a post process material

misty cargo
#

Here is a peak into how my mind works and by no means this is officiant but it works
It ads either by 1 or by max and minuses the same this took me all morning to get it to work
It runs off two data tables and an array and one boolean to make it be max or not

#

It minuses up to 6 items at once

#

Like a crafting system

#

It killed my mind and now I take a break but hey now I have my core function working

dusky inlet
#

Thanks for providing insight into your mind

#

:p

misty cargo
#

It's a clicker game

pastel geyser
#

i want the door to open when it overlaping with pawn but oncomponentoverlap doesnt work

obsidian nimbus
#

@grim ore you could use keyboard F instead of input action for example

rigid belfry
#

i am making a sorta clicker game too

obsidian nimbus
#

keyboard F wil transfer to other projects w/o settin up input events

misty cargo
# rigid belfry wait what does this do again?

It use two data tables
One Data table has a set of integers labelled in order of an array labeled by the item
The second data table is a table with 6 id for the array it's going to go with and them ids are labeled like 7 for lightmatter I use 0 as the preset of no item

#

Its definitely not officiant to be honest

rigid belfry
misty cargo
#

No

#

I mean it could be made most definitely more efficient

rigid belfry
#
: someone (such as a priest) who officiates at a religious rite```
#

oh

#

efficient

misty cargo
#

Oof I'm bad with my own language

rigid belfry
#

thats some real r/BoneAppleTea material

#

jeez

remote bramble
#

need help with this i posted it before so this is just a screenshot

misty cargo
grim ore
#

@remote bramble "get this to work" doesnt help at all, we dont know what its supposed to do or what its doing now.

flint rapids
#

Hey guyz im looking for an expert for individual teaching while I'm live streaming on twitch. My community is always interested in seeing experts excelling in their tasks

broken heath
#

Anyone familiar with render targets and the engine drawing capabilities?

rigid belfry
#

someone who is able to explain the math behind this event?

#

whats actually happening?

grim ore
#

do you know what modulus/modulo/mod is? if not check it out

#

its basically a way of looping a number from min to max with one math node

#

you could for example count from 1 to 100, with a mod of 10, and basically loop from 1 to 10 10 different times, so its good for say setting up a grid or counting without resetting your counter

#

minute to seconds is a good example, say you have 65 seconds but in a minute you only have 60 seconds so if you used mod with a total # of seconds you could find out your seconds that are left. so in this case 65 % 60 is 5

#

that example above might be for example 100 blocks is to be put in the level but 10 blocks per row

broken heath
#

Are u familiar with render targets and drawing in unrral engine mr mathew

grim ore
#

nothing beyond that they exist lol,

obsidian nimbus
#

everything is a render target

broken heath
#

Thing is i want to combine a tutorial of yours and a tutorial of render targets drawing

#

In unreal

pastel geyser
#

i fixed issue just deleting c++ clas on the scene and placing again/ somehow old one needed refresh his code but it wasn't

lapis topaz
#

this chat probebly gets this question a lot but do we know any more on when UEue5 is going to be relesed?

grim ore
#

we do but if we told you we would lose our special access to it 😦

lapis topaz
#

can you tell me how I would get this special acsess so I can find out? πŸ˜„

grim ore
#

yep wait a few months!

misty cargo
#

Mw how's the YouTube going

lapis topaz
#

damn πŸ˜†